ACTOR NemesisSentient : SacrosanctOverseer 28013
{
  Health 13000
  PainChance 2
  PainChance "Explosion", 256
  BloodColor "Black"
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "Explosion", 0.05
  DamageFactor "DTRailgun", 0.4
  DamageFactor "PDTPuff", 0.4
  DamageFactor "RailG", 0.3
  DamageFactor 0.45
  DamageFactor "T3rm", 0.0
  DamageFactor "DemolisherEx", 0.05
  DamageFactor "DarkDemoEx", 0.05
  DamageFactor "CerChainguns", 0.0  
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "PDTBFG", 0.1
  DamageFactor "PlayerDTRG", 0.3
  DamageFactor "PDTBFGTracer", 0.1
  DamageFactor "LegMind", 0.0
  DamageFactor "PlayerDevBall", 0.05
  DamageFactor "PlayerDevBall2", 0.05
  DamageFactor "PlayerDTBFGRailgunSlug", 0.05
  DamageFactor "PlayerDevTracer", 0.05
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  DamageFactor "PlayerDBFG2", 0.65
  DamageFactor "PyroShot", 0.0
  DamageFactor "PlayerPyro", 0.0
  DamageFactor "PDTPuff", 0.0
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  DamageFactor "PlayerDBFG2", 0.65
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisHealthBonusMax", 256, 64
  DropItem "NemesisArmorBonus64", 256
  DropItem "NemesisSuperSphere" 215
  DropItem "LegAmmoSphere", 128, 1
  DropItem "LegDemonRune", 80, 1
  DropItem "LegendaryRune", 256, 1
  DropItem "LegendaryRune", 256, 1
  DropItem "DemonicChalice", 256, 2
  DropItem "SkullOfPower", 256, 2
  DropItem "NLDemonAmmo", 256
  DropItem "NLDemonAmmoBox", 256
  DropItem "NemesisShell", 256
  DropItem "NemesisShellBox", 130
  DropItem "Nemesis Rifle", 200
  DropItem "Nemesis Plasmatic Cannon", 200
  DropItem "Nemesis Assault Shotgun", 200
  DropItem "Nemesis Sawed-Off Shotgun", 200
  DropItem "Nemesis BFG", 256
  DropItem "TrueLegendaryRune" 25 1
  SeeSound "NemesisSentient/Sight"
  PainSound "NemesisSentient/Pain"
  DeathSound "NemesisSentient/Death"
  ActiveSound "NemesisSentient/Active"
  Obituary "%o couldn't keep up with the Nemesis Sentient."
  +NOICEDEATH
  +DONTGIB
  +DONTRIP
  +NOTELEFRAG
  +NOTIMEFREEZE
  +BRIGHT
  +CANTSEEK
  +NOFEAR
  +DONTMORPH
  +NOTARGET
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  Tag "\c[v9]Nemesis Sentient\c-"
  var int user_resurrect;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_Playsound("NemesisSentient/Loop",7,1,1)
	NSNT AB 2 Bright A_Look
	Loop
	
  Idle:
	TNT1 A 0 A_JumpIfInventory("MarineKilled",1,"Taunt")
  Idle2:
	TNT1 A 0 A_Look
	NSNT AB 2 Bright A_Wander
	Loop
	
  Taunt:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	NSNT AB 2 Bright
	TNT1 A 0 A_PlaySound("NemesisSentient/Taunt",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_TakeInventory("MarineKilled",1)
	NSNT ABABABABABABAB 2 Bright
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	Goto Idle2
	
  See:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,726)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"StartRage")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"StartRage")
	TNT1 A 0 A_JumpIf(user_rage == 1,"SeeRage")
	TNT1 A 0 A_JumpIfHealthLower(4000,"StartRage")
	NSNT AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(50,"Evade","Teleport")	
	Loop
  SeeRage:
	NSNT AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(80,"Evade","Teleport")	
	Loop
	
  StartRage:
	TNT1 A 0 A_JumpIf(user_rage == 1,"SeeRage")
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NSNT P 10 Bright A_PlaySound("NemesisSentient/Rage",2,1.0,0,ATTN_NONE)
	NSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSky",0,0)
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSentientRage",0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisSentientRageRing",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_Playsound("brain/spit",6,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_rage",1)
	TNT1 A 0 A_ChangeFlag("ALWAYSFAST",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	NSNT PPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_SpawnItemEx("NemesisCyberFlameSpawner3")
	Goto SeeRage
	
  Teleport:
    NSNT A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
    NSNT A 1 Bright A_SetShootable
    Goto See
	
  Evade:
 	TNT1 A 0 A_Jump(128,"Evade2")
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
	NSNT ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
  Evade2:
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
	NSNT ABABABAB 2 Bright A_Chase
	TNT1 A 0 A_Stop
	Goto See
	
  Missile:
	TNT1 A 0 A_JumpIf(user_rage == 1,"MissileRage")
	TNT1 A 0 A_Jump(160,"BFG9K","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball")
	TNT1 A 0 A_Jump(80,"Laser")
	TNT1 A 0 A_Jump(50,"NemesisBFG","Brainwave","LightningStorm")
	Goto Normal
  MissileRage:
	TNT1 A 0 A_Jump(120,"BFG9KRage","BFG10K","FastBFG10K","Railgun","MiniNemesisBFG","NemesisRifle","Cannonball")
	TNT1 A 0 A_Jump(110,"Laser","MassResurrect")
	TNT1 A 0 A_Jump(100,"NemesisBFG","Brainwave","ClonesAndClones")
	Goto NormalRage
	
  Normal:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto BFG9K
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 2 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 2 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_StartSound("OverseerPlasma/fire",10,CHANF_OVERLAP)
	TNT1 A 0 Bright A_CustomMissile("NemesisSentientPlasma",21,-13,frandom(-6,6),0)
	NSNT E 3 Bright A_CustomMissile("NemesisSentientPlasma",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_StartSound("OverseerPlasma/fire",10,CHANF_OVERLAP)
	TNT1 A 0 Bright A_CustomMissile("NemesisSentientPlasma",21,-13,frandom(-6,6),0)
	NSNT F 3 Bright A_CustomMissile("NemesisSentientPlasma",21,13,frandom(-6,6),0)
	TNT1 A 0 A_Jump(3,"See","BFG9K","BFG10K","Railgun","FastBFG10K")
    TNT1 A 0 A_SpidRefire
	Goto Normal+8
  NormalRage:
    TNT1 A 0 A_JumpIfCloser(1500,1)
	Goto BFG9KRage
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 2 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 2 Bright A_FaceTarget
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_StartSound("OverseerPlasma/fire",10,CHANF_OVERLAP)
	TNT1 A 0 Bright A_CustomMissile("NemesisSentientPlasma",21,-13,frandom(-6,6),0)
	NSNT E 1 Bright A_CustomMissile("NemesisSentientPlasma",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_StartSound("OverseerPlasma/fire",10,CHANF_OVERLAP)
	TNT1 A 0 Bright A_CustomMissile("NemesisSentientPlasma",21,-13,frandom(-6,6),0)
	NSNT F 1 Bright A_CustomMissile("NemesisSentientPlasma",21,13,frandom(-6,6),0)
	TNT1 A 0 A_Jump(3,"See","BFG9KRage","BFG10K","Railgun","FastBFG10K")
    TNT1 A 0 A_SpidRefire
	Goto NormalRage+8
	
  NemesisRifle:
	NSNT P 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_rage == 1,"NemesisRifleChargeRage")
  NemesisRifleCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NemesisRifleFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NSNT P 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	Loop
  NemesisRifleFire:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 30,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NSNT E 3 Bright A_CustomMissile("NemesisRifleShotEnemy",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NSNT F 3 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	Goto NemesisRifleFire+2
  NemesisRifleChargeRage:
	TNT1 A 0 A_JumpIf(user_missile >= 4,"NemesisRifleFireRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NSNT P 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 Bright A_FaceTarget
	Loop
  NemesisRifleFireRage:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 40,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NSNT E 2 Bright A_CustomMissile("NemesisRifleShotEnemy",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NSNT F 2 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	Goto NemesisRifleFireRage+2
	
  CannonBall:
	NSNT P 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	NSNT NNNNNNOO 4 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 4 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	NSNT NNNNNNOO 4 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 4 Bright A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NNNNNNOO 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	NSNT NNNNNNOO 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 3 Bright A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NNNNNNOO 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	NSNT NNNNNNOO 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 2 Bright A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("Cardinal/9k")
	NSNT NNNNNNOO 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientCannonBall", 42, 0, 0)
	NSNT O 1 Bright A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_Jump(192,"Missile")
	Goto See
	
  BFG9K:
	NSNT P 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG9KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT O 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	Goto BFG9K+4
  BFG9KEnd:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-12)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,12)
	NSNT O 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	NSNT NNNNNNN 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(128,"BFG10K","FastBFG10K","Railgun")
	Goto See
  BFG9KRage:
	NSNT P 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG9KRageEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-12)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,12)
	NSNT O 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	Goto BFG9KRage+4
  BFG9KRageEnd:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-10)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,-20)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,20)
	TNT1 A 0 A_CustomMissile("NemesisSentientBFG9500Ball",42,0,10)
	NSNT O 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,0)
	NSNT NNNNNNN 2 Bright A_FaceTarget
	TNT1 A 0 A_Jump(160,"BFG10K","FastBFG10K","Railgun")
	Goto See
	
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_rage == 1,"BFG10KLoopRage")
  BFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 23,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 3 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	Loop
  BFG10KEnd:
	NSNT N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	NSNT NNNNN 3 Bright
	Goto See
  BFG10KLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 8,"BFG10KEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 2 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 A 0 A_PlayWeaponSound("boss/teleport")
	Loop
  BFG10KEndRage:
	NSNT N 3 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	NSNT NNNNN 3 Bright
	Goto See
	
  FastBFG10K:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	NSNT N 3 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_rage == 1,"FastBFG10KLoopRage")
  FastBFG10KLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 1 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	NSNT N 1 Bright A_FaceTarget
	Loop
  FastBFG10KLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"BFG10KEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 1 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	NSNT N 1 Bright A_FaceTarget
	Loop
  FastBFG10KLoopRage2:
	TNT1 A 0 A_JumpIf(user_missile >= 40,"BFG10KEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 1 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	Loop
	
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_rage == 1,"RailgunLoopRage")
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 18,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	NSNT O 4 Bright A_CustomMissile("NemesisSentientRailLaser",34,0,random(-3,3))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	Loop
  RailgunLoopRage:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
	NSNT O 2 Bright A_CustomMissile("NemesisSentientRailLaser",34,0,random(-3,3))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 2 Bright A_FaceTarget
	Loop
	
  MiniNemesisBFG:
	NSNT P 2
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_PlaySound("lrball3/charge",CHAN_WEAPON)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniNemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 16,"MiniNemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	Loop
  MiniNemesisBFGFire:
	TNT1 A 0 A_JumpIf(user_rage == 1,"MiniNemesisBFGFireRage")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG10KEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NSNT O 5 Bright A_CustomMissile("MiniNemesisBFGBall",42)
	Goto MiniNemesisBFGFire+3
  MiniNemesisBFGFireRage:
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 7,"BFG10KEndRage")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NSNT O 4 Bright A_CustomMissile("MiniNemesisBFGBall",42)
	Goto MiniNemesisBFGFireRage+2
	
  Laser:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetUserVar("user_missile",0)
    TNT1 A 0 A_Playsound("MasterSparkCharge")
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_JumpIf(user_missile >= 30,"LaserFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 4 Bright A_FaceTarget
	Goto Laser+4
  LaserFire:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	TNT1 A 0 A_JumpIf(user_missile >= 30,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_FaceTarget
	NSNT OOO 1 Bright A_CustomMissile("NemesisSentientLaser", 34, 0, 0)
	Goto LaserFire+2
	
  LightningStorm:
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack",6)
	TNT1 A 0 A_SetInvulnerable
	NSNT PPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner",0,0,0,0)
	NSNT PPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LightningStormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 18,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NSNT P 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NSNT P 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	NSNT PP 5 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	Loop
	
  Brainwave:
	NSNT P 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 Radius_Quake(4,90,0,40,0)	
  BrainwaveCharge:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"BALLPITACTIVATED")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 AA 0 A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT P 3 A_FaceTarget
	Loop
  BALLPITACTIVATED:
	TNT1 A 0 Radius_Quake(8,40,0,40,0)	
	TNT1 A 0 A_UnSetInvulnerable
	NSNT PP 20 A_CustomMissile("NemesisSentientBrainwave",65,0,0)
	Goto See
	
  NemesisBFG:
	NSNT P 5 A_FaceTarget
	TNT1 A 0 ThrustThing(angle*256/360,15,0,0)
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_PlaySound("NemesisSentient/Attack2",6)
	TNT1 A 0 A_PlaySound("NemesisBFG/Charge",1)
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_rage == 1,"NemesisBFGChargingRage")
  NemesisBFGCharging:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGChargingRage:
	TNT1 A 0 A_JumpIf(user_missile >= 38,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Loop
  NemesisBFGFire:
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnSetShootable
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    NSNT N 20
    NSNT N 1 A_PlayWeaponSound("boss/teleport")
	TNT1 A 0 A_FaceTarget
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
    NSNT O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	NSNT P 20
	Goto See
	
  ClonesAndClones:
	TNT1 A 0 A_PlaySound("NemesisSentient/CloneAttack",2,1.0,0,ATTN_NONE)
	TNT1 A 0 A_PlaySound("NemesisSentient/Clone1",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 4 A_SpawnItemEx("NemesisSentientCloneLightning",random(-50,50),random(-50,50),random(40,120),random(-7,7),random(-7,7),random(-4,4))
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ComeAtMeCerebralCommander:
	TNT1 A 0 A_PlaySound("NemesisSentient/Clone2",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_JumpIf(user_missile >= 15,"CloneEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_SpawnItemEx("NemesisSentientCloneRandomizer",random(-200,200),random(-200,200),0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("NemesisSentientCloneRandomizer",random(-200,200),random(-200,200),0,0,0,0,0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget	
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NN 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT NO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT OO 2 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT OO 2 Bright A_CustomMissile("NemesisSentientBFG9500Ball",42,0,random(-4,4))
	Loop
  CloneEnd:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_JumpIf(user_missile >= 15,"CloneEndFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget
	NSNT N 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Goto CloneEnd+1
  CloneEndFire:
	TNT1 A 0 A_SpawnItemEx("NemesisSentientCloneNemesisBFG",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/fire",4)
	TNT1 A 0 A_PlaySound("truelegbfg/fire2",6)
    NSNT O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	NSNT P 20
	TNT1 A 0 A_PlaySound("NemesisSentient/Clone3",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnsetInvulnerable
	NSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 4 A_SpawnItemEx("NemesisSentientCloneLightning",random(-50,50),random(-50,50),random(40,120),random(3,7),random(3,7),random(-4,4))
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
	
  MassResurrect:
	TNT1 A 0 A_JumpIf(user_resurrect == 1,"FastBFG10K")	 
	TNT1 A 0 A_SetUserVar("user_resurrect",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NSNT P 3 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisSentient/Resurrect",2,1.0,0,ATTN_NONE)
	TNT1 A 0 Radius_Quake(8,120,0,40,0)	
	NSNT PPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner2",0,0,0,0)
	NSNT PPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_GiveInventory("OverlordMassResurrection")
	TNT1 A 0 A_GiveInventory("OverlordMassResurrection3")
	TNT1 A 0 A_GiveToTarget("OverlordMassResurrection")
	TNT1 A 0 A_GiveToTarget("OverlordMassResurrection3")
	NSNT PPPPPPP 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	Goto See
	
  Pain:
	TNT1 A 0 A_Jump(64,"Teleport","Evade")
	NSNT A 3 Bright
	NSNT A 3 Bright A_Pain	
	TNT1 A 0 A_Jump(128,"Missile")
	Goto See
  Death:
	TNT1 A 0 A_Stopsound(7)
	TNT1 A 0 A_Stopsound(5)
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 Bright A_Scream
	NSNT H 20 Bright A_Fall
	TNT1 A 0 A_SpawnItemEx("NemesisSentientDeathEffect")
	NSNT IIIIIIIIIIIIIIIIIIIIJJJJJJJJJJ 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    NSNT JJJJJJJJJJKKKKKKKKKKKKKKKKKKKK 2 Bright
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
    NSNT LLLLLLLLLLLLLLLLLLLL 2 Bright
	TNT1 A 0 ACS_NamedExecuteAlways("ResetSky",0)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NSNT M 5
	TNT1 A 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
	TNT1 A -1 A_KillMaster
	Stop	
	}
}

ACTOR NemesisSentientPlasma : OverseerPlasma
{
  Speed 70
  FastSpeed 85
  Damage 5
  Scale 1.25 
  SeeSound "-"
  States
  {
  Spawn:
	NMPL AB 1 Bright A_SpawnItemEx("NemesisSentientPlasmaTrail")
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_Explode(10,80,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisWhiteParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
	TNT1 AAA 0 A_CustomMissile("WhiteNemesisKaboom7",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	NMPL HIJ 3 Bright
	Stop
	}
}

ACTOR NemesisSentientPlasmaTrail : BFG9500Trail
{
  Renderstyle Add
  +NOTIMEFREEZE
  Scale 1.1
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
	TNT1 A 1
	NMPT BCDE 1 A_FadeOut(0.25,1)
	Stop
	}
}

ACTOR NemesisSentientBFG9500Ball : NemesisCyberBFG9500Ball
{
Obituary "%o couldn't keep up with the Nemesis Sentient."
DamageType "DarkDemoEx"
}

ACTOR NemesisSentientRailLaser : NemesisImpLaser
{
Damage (Random(65,85))
Missiletype "NemesisCyberRailLaserTrail"
Damagetype "DarkDemoEx"
}

ACTOR NemesisSentientRailLaserTrail : NemesisImpLaserTrail
{
Damagetype "DarkDemoEx"
}

Actor NemesisSentientLaser : SpiderMasterLaserBlue
{
  +NOTIMEFREEZE
  +FORCERADIUSDMG
  MissileType "NemesisSentientLaserTrailSpawner"
  States
  {
    Death:
	TNT1 A 0
	TNT1 A 0 Radius_Quake(6,6,0,12,0)
	TNT1 A 0 A_Explode(64,120,0,False,60)
	TNT1 A 0 A_SpawnItemEx("NemesisSentientLaserFlare")
	//T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	TNT1 A 1
	Stop
  }
}

ACTOR NemesisSentientLaserTrail : SpiderMasterTrailBlue
{
+NOTIMEFREEZE
  States
  {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	TNT1 A 0
	NMSM A 1 A_FadeOut
	Goto "FadeOut"
	"AltSpawn2":
	TNT1 A 0
	NMSM C 1 A_FadeOut
	Goto "FadeOut"
	"FadeOut":
	NMSM BACBACABA 1 A_FadeOut
	Stop
  }
}

ACTOR NemesisSentientLaserTrailSpawner : SpiderMasterTrailSpawnerBlue
{
+NOTIMEFREEZE
  States
  {
    Spawn:
	TNT1 A 0
	TNT1 A 0 A_Explode(2,60,0,False,60)
	TNT1 A 2 A_SpawnItemEx("NemesisSentientLaserTrail", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
	Stop
  }
}

ACTOR NemesisSentientLaserFlare : SpiderMasterFlareBlue
{
+NOTIMEFREEZE
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    NMSM D 2 Bright
  Continuous:
    NMSM D 1 Bright A_FadeOut(0.05)
    Loop
}
}

ACTOR NemesisSentientSuperBall : NemesisHKSuperBall
{
  -SEEKERMISSILE
  +SKYEXPLODE
  +CANBOUNCEWATER
  Species "Masterminds"
  DamageType "DarkDemoEx"
  BounceFactor 1.0
  WallBounceFactor 1.0
  BounceCount 12
  States
  {
  Spawn:
	TNT1 A 0 Bright A_LoopActiveSound
	CLBB D 1 Bright A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	TNT1 A 0 A_SpawnItemEx("NemesisWhiteProjParticleSuperLarge2",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))
	Loop
  }
}

Actor NemesisSentientCannonBall : LegSentientCannonBall
{
	Speed 55
	Damage 70
	States 
	{
	Spawn:
	  TNT1 A 0 A_Explode(8,96,0)
		TNT1 A 0 A_SeekerMissile(5,0)
		TNT1 AA 1 A_SpawnItemEx("NSCBTrail",0,0,0,0,0,0,0)
		Loop
	Death:
		TNT1 A 0 A_Explode(32,584)
		TNT1 A 0 A_Explode(128,64)
		NFE3 A 4 Bright
		NFE3 B 0 A_SpawnItemEx("NemesisBFGShockwave")
		NFE3 B 8 Bright A_SpawnItemEx("NSCBKaboom",0,0,0,0,0,0,0)
		NFE3 CDEF 8 Bright
		Stop
	}
}

Actor NSCBTrail : LSCBTrail
{
	+CLIENTSIDEONLY 
	+NOBLOCKMAP
	+NOGRAVITY 
	+NOINTERACTION
    +NOTIMEFREEZE
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("KaboomNemSent",-8,0,0,-6,random(-2,-3),random(-1,1),0)
		TNT1 A 1 A_SpawnItemEx("KaboomNemSent2",-8,0,0,-6,random(2,3),random(-1,1),0)
		Stop
	}
}

Actor NSCBKaboom : LSCBKaboom
{
	States 
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("KaboomNemSent",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)
		TNT1 A 0 A_Countdown
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

ACTOR KaboomNemSent : KaboomGoldSent
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
FXPW AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR KaboomNemSent2 : KaboomGoldSent2
{
States
{
Spawn:
FXPW AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)
Stop
}
}

ACTOR NemesisSentientBrainwave : CommanderBrainWave
{
	Speed 80
	Damage 100
	+FORCERADIUSDMG
	-PIERCEARMOR
	DamageType "LegMind"
	Obituary "%o couldn't keep up with the Nemesis Sentient."
	states
	{
	Spawn:
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS A 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS B 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS C 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS D 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS E 2 BRIGHT A_SpawnItem("NemesisSentientWave")	
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS F 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS G 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS H 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS I 2 BRIGHT A_SpawnItem("NemesisSentientWave")
	NBTS A 0 A_SeekerMissile(15,0)
	NBTS J 2 BRIGHT A_SpawnItem("NemesisSentientWave")	
	Loop
  Death:
	NBTS K 0 Radius_Quake(15,15,0,40,0)
	NBTS K 2 BRIGHT A_Explode(156,440)
	TNT1 A 0 Bright A_Mushroom("NemesisMushroomBrainwave",8)
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 20 A_SpawnItem("DefilerLightningExplode",0,-10)
	NBTS LMNOPQRSTUVW 2 BRIGHT
	Stop
	}
}

ACTOR NemesisSentientWave : EWAVE
{   
   Obituary "%o couldn't keep up with the Nemesis Sentient."
   +FORCERADIUSDMG
   -PIERCEARMOR
   DamageType "LegMind"
   RenderStyle ADD
   Alpha 0.5
   Species "Masterminds"
   States
   {
   Spawn:
	TNT1 A 0
	NHOG ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)
	Stop
	}
}

ACTOR NemesisMushroomBrainwave : CommanderMushroomBrainwave
{
	Damage 30
	+FORCERADIUSDMG
	-PIERCEARMOR
	DamageType "LegMind"
	SEESOUND "Commander/fire"
    DeathSound "weapons/bfg95explode"
	Obituary "%o couldn't keep up with the Nemesis Sentient."
    DECAL BFG9500LightningRed
	states
	{
  Spawn:
	NBTS A 2 BRIGHT 
	NBTS B 2 BRIGHT 
	NBTS C 2 BRIGHT 
	NBTS D 2 BRIGHT 
	NBTS E 2 BRIGHT 	
	NBTS F 2 BRIGHT 
	NBTS G 2 BRIGHT
	NBTS H 2 BRIGHT 
	NBTS I 2 BRIGHT
	NBTS J 2 BRIGHT	
	Loop
  Death:
	NBTS K 0 Radius_Quake(15,15,0,40,0)
	NBTS K 2 BRIGHT A_Explode(80,240)
	TNT1 A 0 Bright A_Mushroom("MiniNemesisMushroomBrainwave",8)
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 20 A_SpawnItem("DefilerLightningExplode",0,-10)
	NBTS LMNOPQRSTUVW 2 BRIGHT
	Stop
	}
}

ACTOR MiniNemesisMushroomBrainwave : MiniCommanderMushroomBrainwave
{
	Damage 20
	+FORCERADIUSDMG
	-PIERCEARMOR
	DamageType "LegMind"
	Obituary "%o couldn't keep up with the Nemesis Sentient."
	states
	{
	Spawn:
	NBTS A 2 BRIGHT 
	NBTS B 2 BRIGHT 
	NBTS C 2 BRIGHT 
	NBTS D 2 BRIGHT 
	NBTS E 2 BRIGHT 	
	NBTS F 2 BRIGHT 
	NBTS G 2 BRIGHT
	NBTS H 2 BRIGHT 
	NBTS I 2 BRIGHT
	NBTS J 2 BRIGHT	
	Loop
	Death:
	NBTS K 0 Radius_Quake(15,15,0,40,0)
	NBTS K 2 BRIGHT A_Explode(40,180)
	TNT1 A 0 A_SpawnItemEx("NemesisBFGShockwave", 0, 0, 15, 0, 0, 0, 0, 128)
	TNT1 A 20 A_SpawnItem("DefilerLightningExplode",0,-10)
	NBTS LMNOPQRSTUVW 2 BRIGHT
	Stop
	}
}

Actor NemesisSentientClone10k : NemesisSentient
{
  -BOSS
  -SHOOTABLE
  -COUNTKILL
  -SOLID
  +THRUSPECIES
  +NOPAIN
  +INVULNERABLE
  +NODAMAGE
  States
  {
  Spawn:
  Idle:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("NemesisSentientFire",0)
	NSNT NNNNN 5 A_FaceTarget
  SpawnLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 15,"FadeOut")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	NSNT O 3 Bright A_CustomMissile("Nemesis10kProjectile",42,0,Random(4,-4))
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 3 Bright A_FaceTarget
	Loop
  FadeOut:
	NSNT P 1 A_Die
	Goto Death
  StartRage:
	Goto SpawnLoop
  Death:
	NSNT P 2 A_FadeOut
	Loop
	}
}

Actor NemesisSentientCloneMiniNemesisBFG : NemesisSentientClone10k
{
  States
  {
  Spawn:
  Idle:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("NemesisSentientFire",0)
	NSNT NNNNN 5 A_FaceTarget
  SpawnLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 3,"FadeOut")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlayWeaponSound("star/fire")
    NSNT O 5 Bright A_CustomMissile("MiniNemesisBFGBall",42)
	Loop
	}
}

Actor NemesisSentientCloneRifle : NemesisSentientClone10k
{
  States
  {
  Spawn:
  Idle:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("NemesisSentientFire",0)
	NSNT NNNNN 5 A_FaceTarget
  SpawnLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 25,"FadeOut")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NSNT E 3 Bright A_CustomMissile("NemesisRifleShotEnemy",21,13,frandom(-6,6),0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory("NemesisSentientStrafe",1)
    TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	NSNT F 3 Bright A_CustomMissile("NemesisRifleShotEnemy",21,-13,frandom(-6,6),0)
	Loop
	}
}

Actor NemesisSentientCloneNemesisBFG : NemesisSentientClone10k
{
  States
  {
  Spawn:
  Idle:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("NemesisSentientFire",0)
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 AA 0 A_GiveInventory("NemesisSentientStrafe",1)
	NSNT N 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("truelegbfg/fire",5)
	TNT1 A 0 A_PlaySound("truelegbfg/fire2",6)
    NSNT O 10 Bright A_CustomMissile("NemesisGuruBall",42)
	NSNT P 20
	Goto FadeOut
	}
}

Actor NemesisSentientCloneRandomizer : Randomspawner
{
	DropItem "NemesisSentientClone10k" 256, 10
	DropItem "NemesisSentientCloneRifle" 256, 7
	DropItem "NemesisSentientCloneMiniNemesisBFG" 256, 2
}

ACTOR NemesisSentientCloneLightning : BaseProjectileEffect
{
  Scale 1.2
  +NOTIMEFREEZE
  States
  {
  Spawn:
	NSEL ABCDEFGHIJKLMNOPQRSTUVWX 1 Bright
    Stop
  }
}

ACTOR NemesisSentientFire : SentientFire
{
+NOTIMEFREEZE
Scale 0.6
Alpha 0.6
States
{
Spawn:
	2HDT ABCDEFGHIJKL 1 Bright A_FadeOut(0.05)
	Stop
	}
}

ACTOR NemesisSentientFireSpawner : RedParticleSpawner
{
+NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire2")
	TNT1 A 0 A_JumpIf(CallAcs("LCAEffectCheck"),"Toaster")
    TNT1 AA 0 A_SpawnItemEx("NemesisSentientFire",random(50,70),random(50,70),78,0,0,random(-7,-10),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisSentientFire",random(-50,-70),random(-50,-70),78,0,0,random(-7,-10),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisSentientFire",random(50,70),random(-50,-70),78,0,0,random(-7,-10),0,128,0)
	TNT1 AA 0 A_SpawnItemEx("NemesisSentientFire",random(-50,-70),random(50,70),78,0,0,random(-7,-10),0,128,0)
    TNT1 A 1
    Stop
  }
}

Actor NemesisSentientStrafe : OverseerStrafe
{
+NOTIMEFREEZE
  States
  {
  Pickup:
    NULL A 1
	NULL A 1 A_ChangeVelocity(velx/2,vely/2,velz,CVF_REPLACE)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegSentientStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegSentientStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegSentientStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,10,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-10,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_Recoil(-1)
    Stop
	NULL A 1 A_Recoil(1)
    Stop
  }
}

Actor NemesisSentientRageRing : NemesisCyberRageRing 
{ 
  Scale 1.5 
  States
  {
  Spawn:
    FEWF "ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]" 1 Bright A_Warp(AAPTR_MASTER,0,0,20,0,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    Loop
	}
}

ACTOR NemesisSentientDeathEffect : ClientSideEffectBase
{
States
{
Spawn:
	TNT1 A 0
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
	TNT1 AAAAAA 0 A_CustomMissile("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	TNT1 AAAAAAAAAA 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
	TNT1 AAAAAA 0 A_CustomMissile("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	TNT1 AAAAAAAAAA 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
	TNT1 AAAAAA 0 A_CustomMissile("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAA 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)	
	TNT1 AAAAAA 0 A_CustomMissile("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAA 2 Bright A_CustomMissile("WhiteNemesisKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 AAAAAAAAAAAA 0 A_CustomMissile("NemesisBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile("SmokeFX3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	Stop
}
}